安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Maybe one day but as of now it's not planned. feel free to yoink stuff from here if you'd like to.
where as this Spark shotgun is a normal Shotgun
This update also adjusts some weapons, perks, and fixes.
I didn't add an XCOM row because i don't think they need the extra skills, even a single perk can boost their effectiveness further, as for Aegis, i think that's a AU Shiv upgrade (if not correct me), AU Shivs are really strong because of these passive upgrades. Defender is the tankiest of them all i think it does not need it.
I might add an XCOM row for the Spark: Captain because most of the officer skills won't work properly so I will remove them and make it eligible for officer training in the GTS.
In the next update i'll fix some bugs and progression issues and then i'll work towards a kinetic strike module based spark class.
Appreciate the suggestion.
Pretty sure for the "Spark: Incinerator" description, you want to use affect rather than effect.
[LW_Overhaul.CHItemSlot_PistolSlot_LW]
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkGunner
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkArtillery
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkCaptain
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkAgent
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkFlamer
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkDefender
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkOppressor